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#561 |
Re: Troubles compiling EDuke on Windows
Huh? We just use Mapster32.exe. Or is that not what your problem is?
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traB pu kcip |
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#562 |
Re: Troubles compiling EDuke on Windows
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#563 |
Re: EDuke32 snapshot thread
Oh okay, I'll let myself out
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traB pu kcip |
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#564 |
Re: EDuke32 snapshot thread
To build the game on Windows, use MinGW + MSYS. Some instructions there:
http://wiki.eduke32.com/wiki/Buildin...e32_on_Windows
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EDuke32 - "The corrupt doctrine of terror has begun." |
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#565 | |
Re: EDuke32 snapshot thread
Quote:
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#566 |
Re: EDuke32 snapshot thread
Man, I actually have no idea wtf is wrong with it when built with MSVC. It used to work just fine, but one day I installed Windows 7 on my development box and ever since I've been getting the same results with MSVC as you've gotten. It's not a huge issue for me as I prefer using MinGW to build on Windows anyway (see http://www.tdragon.net/recentgcc/ for a nice installer) but it would be nice to solve. Let me know if you manage to figure it out... occasionally I run into issues where it would be nice to have the MSVC debugger.
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#567 | |
Re: EDuke32 snapshot thread
Quote:
No idea what happen when using MSVC, I'd bet on some obscure linker options ... |
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#568 |
Re: EDuke32 snapshot thread
Bump.
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live" |
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#569 | |
Re: EDuke32 snapshot thread
Quote:
I mostly build on my spare PC at work, which runs a 17" Crt at 1024x768. So typically I run Mapster32 at 800x600 in Windowed mode. It's not an often occurance, but I'm betting it's just a little confusion on Mapster's behalf when you've got a fair few local points around your cursor... How is it supposed to know EXACTLY which one I want, especially if there are a few close by or overalying sectors... It's all good though, hasn't had a negative impact so far. |
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#570 |
Re: EDuke32 snapshot thread
Got a eDuke32 crash on user map - "Icestation Colossus"
(http://msdn.planetduke.gamespy.com/hoticestation.shtml) The savegame before crash, just use the camera and exit. : http://sites.google.com/site/playerl...attredirects=0 Here is the log. Code:
EDuke32 1.5.0devel 20090313 addsearchpath(): Added D:/GAME/eduke32/ OS: Windows XP (5.1.2600) Service Pack 3 Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Compiling: GAME.CON (152286 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45935 bytes) GAME.CON: In state `blimphitstate': GAME.CON:502: warning: expected action, found define. GAME.CON: In actor `ORGANTIC': GAME.CON:3998: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5921: warning: found `else' with no `if'. Found 3 warning(s), 0 error(s). Resizing code buffer to 16200*4 bytes Script compiled in 29ms Compiled code size: 16192*4 bytes, version 1.4+ Pointer bitmap size: 2025 bytes 1916/11264 labels, 308/2048 variables 125/16384 quotes, 0 quote redefinitions 0/88 event definitions, 207 defined actors Initialized 32.0M cache Using .RTS file 'DUKE.RTS' Initializing OSD... Using keyboard layout 00000409 Initializing DirectInput... - Enumerating attached input devices * MOUSE: 滑鼠 * KEYBOARD: 鍵盤 Setting video mode 800x600 (32-bit fullscreen) OpenGL Information: Version: 3.0.0 Vendor: NVIDIA Corporation Renderer: GeForce 8600 GT/PCI/SSE2/3DNOW! Cache contains 0 bytes of garbage data Initializing music... Loading OpenAL32.DLL OpenAL Information: Version: 1.1 Vendor: Creative Labs Inc. Renderer: Software Initializing sound... Initializing MultiVoc... - 32 voices, 1280 byte mixing buffers Initializing DirectSound... - Primary buffer format: 2 ch, 44100Hz, 16 bits - Creating secondary buffer Executing "eduke32_binds.cfg" EOF: EDuke32 Cache time: 54ms Fatal Signal caught: SIGSEGV. Bailing out. 2435: 1315 ifspawnedby 1255 27728196 2438: 1316 break 2439: 1318 sizeto 24 24 2442: 31337 } 2443: 1320 ends 0 5 1 1 1 0 27728216 0 0 2453: 1324 state 27728040 2455: 1325 enda 0 27728216 0 0 2460: 1328 state 27728040 2462: 1329 enda 0 0 8 0 2467: 1332 ifpdistl 3084 27728340 2470: 1333 ifrnd 24 27728340 2473: 1334 spawn 661current actor: 1705 (1250) g_errorLineNum: 1325, g_tw: 4 UDP networking uninitialized successfully. Uninitializing MultiVoc... Uninitializing DirectSound... Uninitializing OpenAL... Uninitializing DirectInput... Wrote eduke32.cfg Wrote eduke32_binds.cfg Uninitializing DirectDraw... EDIT : Look like every security camera in that user map will make eDuke32 crashed... ![]() EDIT 2 : Oh shit! If I pressed F2/F4 on here(http://sites.google.com/site/playerl...attredirects=0), eDuke32 will crashed... *sigh*
__________________
It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.*
Last edited by Player Lin; 04-21-2009 at 07:34 AM.
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#571 |
Re: EDuke32 snapshot thread
There is a viewscreen at the very beginning of that level.
If you restart the level (without loading the savegame!) and use the viewscreen, does it still crash? I assume that maybe your savegame is broken. Man, i hope so, i made that level ![]() |
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#572 | |
Re: EDuke32 snapshot thread
Quote:
![]() Maybe I should restart the map... ![]() EDIT : I'm restart the level, go directly to the position that I posted screenshot in my previous post(http://sites.google.com/site/playerl...attredirects=0) and I pressed F2, eDuke32 crashed. ![]() EDIT 2 : Look like when I use some non-words-display "viewscreen", and game will crash... the "viewscreen" at beginning is fine, the diary one is fine too...
__________________
It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.*
Last edited by Player Lin; 04-21-2009 at 07:59 AM.
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#573 |
Re: EDuke32 snapshot thread
I just played it again and it worked. Sorry, but i can't help you...
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#574 | |
Re: EDuke32 snapshot thread
Quote:
Do you use the latest snapshot(20090313) of eDuke32?
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It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.* |
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#575 |
Re: EDuke32 snapshot thread
yes i do
Maybe it's the texture-cache? did you delete that? |
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#576 |
Re: EDuke32 snapshot thread
I did fresh eDuke32 installation, still happens, I have no idea... - -"
Maybe something about display/sound driver-relations... ![]() EDIT : It's getting worse... I switched to software(classic) mode, oh shit.. eDuke32 directly crashed when I go to the "ice lake" that nears beginning area... I don't have HRP install, so I can't test HRP mode, but your map on my machine is crash like hell, even I shut down Music/Sound...... it's so weird...
__________________
It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.*
Last edited by Player Lin; 04-21-2009 at 10:44 PM.
Reason: Fixed some typo...
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#577 |
Re: EDuke32 snapshot thread
I haven't downloaded the map but does it come with user art? If so make sure there in the main directory.
Although the game shouldn't crash is you see a few missing textures, I think I have in the past witnessed it crash where there are aload of missing tiles. |
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#578 | |
Re: EDuke32 snapshot thread
Quote:
I still can't finger out why it crashes like hell when I want to save or go some areas... ![]()
__________________
It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.* |
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#579 |
Re: EDuke32 snapshot thread
is it only this map?
or others too? |
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#580 |
Re: EDuke32 snapshot thread
What's you mean?
Are you mean other your maps? or other user maps? ![]() I only get crashes like hell in your map, but I think it should only happens on some areas... Like here or I'm here and the way to the left and press F2, game crashed. If I run at software mode, it directly crashed on second screenshot's area......
__________________
It's my ROTT introduce site, easily structure. http://playerlin.myweb.hinet.net/rott/ Sorry, please don't care my poor "Grammar of English"... *faint* Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD *Player Lin escaped from the hell of making website.*
Last edited by Player Lin; 04-23-2009 at 08:25 AM.
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#581 |
Re: EDuke32 snapshot thread
Just a question about Mapster32... Recently I can't [Right alt] to select sectors or slope using the [[] and []] keys... Anyone know of a way to fix this?
Here is my Mapster32.log Code:
Mapster32 1.2.0devel 20090313 addsearchpath(): Added C:/Duke/duke3d/ Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/eduke32_mus.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Using config file 'mapster32.cfg'. Configuration file not found, using defaults. OS: Windows Vista (6.0.6001) Service Pack 1 Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Loading "m32help.hlp" Using keyboard layout 00000409 Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard Initialized 16.0M cache Loading NAMES.H Read 766 lines, loaded 737 names. Definitions file loaded. Setting video mode 640x480 (8-bit fullscreen) IDirectDrawSurface_Flip(): DDERR_INVALIDPARAMS |
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#582 |
Re: EDuke32 snapshot thread
I have a request. I need to be able to detect, in CON script, which renderer is being used (software, polymost or polyer). I don't want people complaining to me about black boxes and/or lack of lights and thinking it's a bug in my mod.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#583 |
Re: EDuke32 snapshot thread
I too would also find that request very helpful.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#584 |
Re: EDuke32 snapshot thread
Hmm, here's a feature i wouldn't mind (but i feel kind of guilty asking, becuse i know you are busy right now) -
The ability to set the texture cache to a different folder or hard drive would be nice. And this may seem odd, but maybe a means of altering the progress bar when loading levels (i sugested changing it entirely once, but people weren't happy) - maybe as a code for .def or .con files, the one that's there now looks ugly on my screen compared to the old one. Or... Maybe just an option that turns the progress bar off, that'd be cool.
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High Treason (My Website) (Second Site) (My YouTube) Punk's not dead - and nor is Duke! Ever get the feeling you are being ignored? |
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#585 |
Re: EDuke32 snapshot thread
Progress bar is already different for the next build because I wasn't happy with the previous one. It's a lot like the first one I used (the red bar), but this time it uses the caution tape tile. Not the one that says do not cross, the one without the text. It looks pretty cool.
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#586 |
Re: EDuke32 snapshot thread
Heh. I can just imagine. "Do not exit while loading!", but since you already said it had no text..
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#587 |
Re: EDuke32 snapshot thread
"do not turn off or reset your xbox"
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http://thaunandshad.com |
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#588 |
Re: EDuke32 snapshot thread
Yeah, play the PC and don't turn off the XBox..
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#589 | |
Re: EDuke32 snapshot thread
Quote:
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#590 |
Re: EDuke32 snapshot thread
Old TCs obviously do not have high res resources and therefore do not have a loading bar.
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#591 |
Re: EDuke32 snapshot thread
It would run the replacement tile or the brick tile instead.
Which is actually better as the police tape is not suitable for every mod and it allows for customization. |
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#592 |
Re: EDuke32 snapshot thread
Maybe you could make it customizable in a def or something.
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Roland SC-55 Music Packs Website - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
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#593 | |
Re: EDuke32 snapshot thread
Quote:
The ability to replace tiles with ones of your choice has existed since 1996.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#594 | |
Re: EDuke32 snapshot thread
Quote:
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traB pu kcip |
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#595 |
Re: EDuke32 snapshot thread
Well yes, but what if they don't want the progress bar to point to that particular tile and/or they want to use a different tile for the actual game? I guess it's not a big deal, though...
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Roland SC-55 Music Packs Website - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
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#596 | ||
Re: EDuke32 snapshot thread
Quote:
I traced it back to some of the build assembly causing a really horrendous memory leak, more than likely cause the /G6(Intel compiler option from back like 10 years ago) option is deprecated now. Any chance you could update the .C versions of the assembly? The debugger won't debug compiled .ASM files :|. More information on /G6 http://msdn.microsoft.com/en-us/libr...0e(VS.71).aspx Depcration of /G6 http://msdn.microsoft.com/en-us/libr...5t(VS.80).aspx Quote:
Last edited by IceColdDuke; 04-29-2009 at 03:42 PM.
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#598 | |
Re: EDuke32 snapshot thread
Quote:
Well to make a long story short I did the same thing with EDuke32, as well as when I recompiled WinBlood, as well as right now I just got project files made for jfSW, but there is a HUGE memory leak present(20mb+) which is emitting from the ASM files. I not a expert with the build code by ANY MEANS, but I can assure you its coming from the assembly. I have valid vcproj(VS 2008) files for EDuke32(SVN), jfSw, as well as WinBlood, and to just get it to load up the game without crashing I had to use Multithreaded /Mt(with this you have to include the VS runtimes :|), remove incremental linking, set Unicode off(this one should be obvious), and use /Zi(pdb). But switching levels causes a memory leak, and the classic renderer ALWAYS crashes or has various pallete issues still. The C replacements for me cause ALOT of compiler errors, when compiled with NOASM, the USE_A_C( or whatever the preprosser definition for using A-C.c is) works just fine. The inability to use NOASM hinders trying to track it down to a exact location. But it has all the symptoms of a memory leak: A) Incremental Memory increase(20mb at least) EVERY time the game switches levels. B) Pointer/Heap corruption C) /G6 related to how code was compiled, which leads me to think its in the assembly some where. Its in build somewhere, just as a test I built it with the sound stubs; to see if there is any problems with the sound assembly. The problem was still present, in each compiled build. I didn't think it was the sound anyway cause I never used any Duke or Shadow Warrior sound code in WinBlood, but I wanted to eliminate that possibility. In WinBlood I might knock out a unified memory managing system on the build side, see if I can trace it. But there's probably better people more skilled with build than I that can track it back faster.
Last edited by IceColdDuke; 04-29-2009 at 07:20 PM.
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#599 |
Re: EDuke32 snapshot thread
I'm pretty sure I have WinBlood compiled with the NOASM define..I'll check for sure when i'm home.
Is the pallette corruption you're talking about the cause of the random blue walls? |
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#600 | |
Re: EDuke32 snapshot thread
Quote:
See your using Visual Studio 2005, in which case /G6 is depreached but the switch still works, in 2008 its completely removed.
Last edited by IceColdDuke; 04-30-2009 at 02:47 AM.
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